Extra Equipment
Rule Type: Homebrew
There are a few pieces of equipment available in addition to the standard offerings in the book. You and your GM may come up with other ideas for equipment as needed, but your GM has final say. As a note the Semi-Auto Pistol, Submachine Gun, Pocket Pistol, and Grenade are all homebrew and the GM may adjust or tweak their design.
Primary Weapons
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Revolver | Finesse | Far | T1: d6+2 phy, T2: d6+5 phy, T3: d6+8 phy, T4: d6+11 phy | One-Handed | Six Shot: Place 6 Ammo tokens on your character sheet. Spend 1 Ammo token to make an attack. You can mark a Stress to regain spent Ammo tokens. |
| Semi-Auto Pistol | Finesse | Far | T1: d6 phy, T2: d6+3 phy, T3: d6+6 phy, T4: d6+9 phy | One-Handed | Double Tap: Spend 1 Hope to increase your Proficiency by 1 for this attack. |
| Rifle | Agility | Very Far | T1: d8+2 phy, T2: d8+5 phy, T3: d8+8 phy, T4: d8+11 phy | Two-Handed | Sightline: Spend 2 Hope to gain advantage on an attack roll. |
| Submachine Gun | Agility | Very Far | T1: d8+1 phy, T2: d8+4 phy, T3: d8+7 phy, T4: d8+10 phy | Two-Handed | Unload: Empty the clip to upgrade your damage die to a d12 for a single attack. You must then mark a Stress to reload before attacking with this weapon again. |
| Shotgun | Strength | Very Close | T1: d6+2 phy, T2: d6+5 phy, T3: d6+8 phy, T4: d6+11 phy | Two-Handed | Scattershot: When you make an attack, target all creatures in front of you within range. |
Secondary Weapons
| Name | Trait | Range | Damage | Burden | Feature |
|---|---|---|---|---|---|
| Lasso | Agility | Very Close | T1: d4 phy, T2: d4+3 phy, T3: d4+6 phy, T4: d4+9 phy | One-Handed | Roped: On a successful attack, you can temporarily Rope the target instead of dealing damage. While Roped the target is Restrained and Vulnerable, but you must remain within Very Close range of the target. When the target clears this condition, you can make a Strength Reaction Roll. On a success, they remain Roped. |
| Small Revolver | Finesse | Far | T1: d6 phy, T2: d6+3 phy, T3: d6+6 phy, T4: d6+9 phy | One-Handed | Quick Shot: Spend 2 Hope to gain a +4 bonus to primary weapon damage. |
| Pocket Pistol | Finesse | Far | T1: d4 phy, T2: d4+3 phy, T3: d4+6 phy, T4: d4+9 phy | One-Handed | Backup Piece: If you fail an attack with your primary weapon, you may mark a Stress to make a standard attack as a Reaction Roll with this weapon against the same target as long as they are in range. Then the spotlight moves to the GM as normal. |
Consumables
- Dynamite (Common 11-20): (Consumable) You can light this dynamite and toss it within Close range. All creatures within Very Close range of where the dynamite lands make a Reaction Roll (14). Targets who fail take 1d20+5 physical damage. Targets who succeed must mark a Stress. Dynamite deals double damage to inanimate objects and structures.
- Grenade (Common 11-20): (Consumable) You can pull the pin and toss it within Close range. All creatures within Very Close range where the grenade lands make a Reaction Roll (14). Targets who fail take 3d6+5 physical damage. Targets who succeed must mark a Stress. Grenades deal double damage to inanimate objects and structures.